Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Ring of protection rare DDHC-TYP-White Plume Mountain Show
Necklace of prayer beads rare DDHC-TYP-White Plume Mountain Show
Notes:

One of each

One of the three weapons legendary DDHC-TYP-White Plume Mountain Show
Iron Bands of Bilarro rare DDAL-DRW01 Breaking Umberlee’s Resolve Show
Cube of Force rare DDEP06-02 Return to White Plume Show
Ioun Stone of Protection rare DDEP06-02 Return to White Plume Show
Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus uncommon Service awards : uncommon - Pyrite Plesiosaurus Show
Notes:

Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.

As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed.
While you are riding the plesiosaurus, you can use it to cast water breathing at will.

Wand of Magic Detection uncommon CCC-MELB-01, A Single Tearfal Show
Notes:

This wand was crafted from the iridescent shell of the newly hatched Faerie Dragon, Hugh Fearnheart. The sound of wind chimes can be heard whenever it is used.

Figurine of Wondrous Power (Ivory Goats) rare CCC-BMG-16 ELM 1-1 The Sage of Cormanthor Show
Notes:

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:

  • The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.

  • The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.

  • The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

WAND OF FIREBALLS rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wand, Rare (Requires Attunement by a Spellcaster)

This black wand has red veins that look like little antlers. It is warm to the touch, as if the embers of hell are burning underneath its surface.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This item is found in the Dungeon Master’s Guide.

MOON SICKLE +2 rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Weapon (Sickle), Rare (Requires Attunement by a Druid or Ranger)

A glowing platinum arabesque graces both sides of the sickle. The hilt is made of polished ivory and carved in the likeness of a beautiful dryad. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. This item is found in Tasha’s Cauldron of Everything.

EARRING OF MESSAGE common BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wondrous Item, Common

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

One Rare Magic Item rare DDHC-KGV-07 Axe from the Grave Show
Notes:

One Rare Magic Item of your choice. This item must be found in the Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE) and may not be an item that increases or changes an ability score or grants any number of wishes.

Tome of Leadership and Influence very_rare Service awards : 1 very rare 1 rare 1 common Show
Periapt of proof against poison rare Service awards : 1 very rare 1 rare 1 common Show
+1 chain mail armor rare DDHC-TYP-White Plume Mountain Show
9 Bolts +1 uncommon DDHC-TOA-4 Cellar of Death Show
Paper Bird uncommon DDHC-WDH Waterdeep: Dragon Heist Show
Decanter of Endless Water uncommon CCC-SEA-01-01 - All Good Dead Men Show
Notes:

This stoppered flask sloshes when shaken, as if it contains water. The bottle weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. This item can be found in the Dungeon Master’s Guide.

This stoppered bottle looks like an ordinary bottle of rum, fitted into a hempen net that can be easily attached to one’s belt. The bottle sloshes when shaken. Close inspection of the amber-colored bottle reveals a mud mephit trapped inside, frowning and pressing its face against the glass. If the mephit is released it is under the control of the DM and immediately tries to escape.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of murky fresh water or briny salt water (your choice) pours out of the flask. While it has an earthy taste, the fresh water is potable. The water stops pouring out at the start of your next turn. Choose from the following options:

• "Stupendous Streams!" produces 1 gallon of water.

• "Fanriffic Fountains!" produces 5 gallons of water.

• "Great Guzzling Geysers!" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Unlocked Magic Items